class in UnityEngine
/
Inherits from:Object
/
Implemented in:UnityEngine.CoreModule
Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
CloseFor some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
CloseBase class for all objects that can exist in a scene. Add components to a GameObject to control its appearance and behavior.
The GameObject
is the fundamental object type in Unity. Use GameObject
to represent everything in your project, including characters, props, and scenery. A GameObject
acts as a container for functional components that determine how the GameObject looks and behaves.
Any script that derives from MonoBehaviour can be added to a GameObject
as a component. Use the Component.gameObject property from your MonoBehaviour
code to access the GameObject
the component is attached to.MonoBehaviour
event functions such as the regular per-frame MonoBehaviour.Update
allow you to make the object responsive to events. To receive these event callbacks the GameObject
must be active in the scene, which means both the activeSelf
and activeInHierarchy
properties must be true
.
You can create an empty GameObject
from code by invoking one of the constructors. However, a more common method is to instantiate a GameObject
in Prefab form, with preconfigured components, property values, and child objects. For more information, refer to Instantiating Prefabs at runtime in the Manual.
You can modify many of the properties of this class in the Editor using the Inspector window. For a more comprehensive guide to using the GameObject class, refer to GameObject in the Manual.
The following example creates a GameObject
named "myExampleGO" and adds a component of type AudioSource:
using UnityEngine;
public class Example_GameObject : MonoBehaviour { private void Start() { GameObject myExampleGO = new GameObject("myExampleGO", typeof(AudioSource)); } }
Additional resources: Component.
activeInHierarchy | The active state of the GameObject in the Scene hierarchy. True if active, false if inactive. (Read Only) |
activeSelf | The local active state of the GameObject. True if active, false if inactive. (Read Only) |
isStatic | Whether there are any Static Editor Flags set for the GameObject. |
layer | Integer identifying the layer the GameObject is assigned to. |
scene | The Scene that contains the GameObject. |
sceneCullingMask | The Scene culling mask defined for the GameObject. (Read Only) |
tag | The tag assigned to the GameObject. |
transform | The Transform attached to the GameObject (Read Only). |
GameObject | Creates a new GameObject, with optional parameters to specify a name and set of components to attach. |
AddComponent | Adds a component of the specified type to the GameObject. |
BroadcastMessage | Calls the specified method on every MonoBehaviour attached to the GameObject or any of its children. |
CompareTag | Checks if the specified tag is attached to the GameObject. |
GetComponent | Retrieves a reference to a component of the specified type, by providing the component type as a type parameter to the generic method. |
GetComponentAtIndex | Retrieves a reference to a component at a specified index of the GameObject's array of components. |
GetComponentCount | Retrieves the total number of components currently attached to the GameObject. |
GetComponentInChildren | Retrieves a reference to a component of type T on the specified GameObject, or any child of the GameObject. |
GetComponentIndex | Retrieves the index of the specified component in the array of components attached to the GameObject. |
GetComponentInParent | Retrieves a reference to a component of type T on the specified GameObject, or any parent of the GameObject. |
GetComponents | Retrieves references to all components of type T on the specified GameObject. |
GetComponentsInChildren | Retrieves references to all components of type T on the specified GameObject, and any child of the GameObject. |
GetComponentsInParent | Retrieves references to all components of type T on the specified GameObject, and any parent of the GameObject. |
SendMessage | Calls the specified method on every MonoBehaviour attached to the GameObject. |
SendMessageUpwards | Calls the specified method on every MonoBehaviour attached to the GameObject and on every ancestor of the behaviour. |
SetActive | Activates or deactivates the GameObject locally, according to the value of the supplied parameter. |
TryGetComponent | Retrieves the component of the specified type, if it exists. |
CreatePrimitive | Creates a GameObject of the specified PrimtiveType with a mesh renderer and appropriate collider. |
Find | Finds and returns a GameObject with the specified name. |
FindGameObjectsWithTag | Retrieves an array of all active GameObjects tagged with the specified tag. Returns an empty array if no GameObjects have the tag. |
FindWithTag | Retrieves the first active GameObject tagged with the specified tag. Returns null if no GameObject has the tag. |
GetScene | Retrieves the Scene which contains the GameObject with the specified instance ID. |
InstantiateGameObjects | Creates a specified number of instances of a GameObject identified by its instance ID and populates NativeArrays with the instance IDs of the new GameObjects and their Transform components. |
SetGameObjectsActive | Activates or deactivates multiple GameObjects identified by instance ID. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.
When you visit any website, it may store or retrieve information on your browser, mostly in the form of cookies. This information might be about you, your preferences or your device and is mostly used to make the site work as you expect it to. The information does not usually directly identify you, but it can give you a more personalized web experience. Because we respect your right to privacy, you can choose not to allow some types of cookies. Click on the different category headings to find out more and change our default settings. However, blocking some types of cookies may impact your experience of the site and the services we are able to offer.
More information
These cookies enable the website to provide enhanced functionality and personalisation. They may be set by us or by third party providers whose services we have added to our pages. If you do not allow these cookies then some or all of these services may not function properly.
These cookies allow us to count visits and traffic sources so we can measure and improve the performance of our site. They help us to know which pages are the most and least popular and see how visitors move around the site. All information these cookies collect is aggregated and therefore anonymous. If you do not allow these cookies we will not know when you have visited our site, and will not be able to monitor its performance.
These cookies may be set through our site by our advertising partners. They may be used by those companies to build a profile of your interests and show you relevant adverts on other sites. They do not store directly personal information, but are based on uniquely identifying your browser and internet device. If you do not allow these cookies, you will experience less targeted advertising. Some 3rd party video providers do not allow video views without targeting cookies. If you are experiencing difficulty viewing a video, you will need to set your cookie preferences for targeting to yes if you wish to view videos from these providers. Unity does not control this.
These cookies are necessary for the website to function and cannot be switched off in our systems. They are usually only set in response to actions made by you which amount to a request for services, such as setting your privacy preferences, logging in or filling in forms. You can set your browser to block or alert you about these cookies, but some parts of the site will not then work. These cookies do not store any personally identifiable information.